#pragma once

struct BrtVertex
{
	VEC3 position;
	VEC3 normal;
};

struct BrtTriangle
{
	size_t vertex[3];
};

struct BrtMaterial
{
	VEC3 diffuse;
	VEC3 specular;
	float specularPower;// Phong shading model	
	float opacity;		// 0 for fully transparent object and 1 for fully opaque object
};

struct BrtMesh
{
	TCHAR name[128];
	size_t materialId;

	std::vector<BrtVertex> vertices;
	std::vector<BrtTriangle> triangles;
};